Unmapped

July 2010

The Level

Unmapped is a single player level inspired by the temple sequences in Uncharted 2. the level is a showcase of various enemy encounters. The level does not use the standard deathmatch AI, I scripted all of the enemy movements and attack patterns myself. It was created in the June release of the UDK.

The Process

After sketching out the overall level design on paper, I decided to create a level with three goals in mind:

  • 1. The level needed to be strong geometrically to guide the player toward a clearly defined goal.
  • 2. The level layout and geometry needed to let the player and enemies make meaningful gameplay decisions.
  • 3. The level needed to have interesting and varied enemy encounters.

With those three goals, I made the level twist and turn in about itself, to send the player on a route which would continually show them and remind them of their goal presented at the beginning of the level. I ensured the geometry and surrounding areas would reinforce my mantra of interesting and varied encounters, and iterated on item and object placement to ensure the level had good flow. I also scripted all of the enemy movements and reactions as well, forgoing the normal deathmatch AI to have more refined enemy movement and more 'arcadey' gameplay.

What I Learned

I learned how to refine components found in single-player levels by using the UDK to build an experience with a clear objective, excellent pacing, flow, and variety. I learned the importance of guiding players through a 3D space using angles, items and static props to create effective encounters within a 3D FPS game. I also learned how to appropriately script enemy movement, reactions, and attacks. I learned how to vary the enemy encounters using a limited amount of assets and weapons provided by the UDK. This level was created to focus entirely on gameplay.

I also learned what it takes to successfully produce a level with 3 high-concept goals in mind.

Preview the level

Please watch this video in "high-quality" 480p.